Retro sports system

ABSTRACT

Described is a retro sports system for creating new sporting events with new outcomes utilizing past sporting events that can be used for sports gaming and entertainment or other sports competition games. The system includes a server that may be programmed to randomly select increments of historical past games in order to create a new full game formed from the randomly selected increments. This new game can be used for betting or other competitive games and for entertainment.

CROSS REFERENCE TO RELATED APPLICATION[S]

This application is a continuation-in-part of the earlier U.S. Utilitypatent application entitled “RETRO SPORTS SYSTEM,” Ser. No. 17/195,947,filed Mar. 9, 2021, which claims priority to U.S. Provisional patentapplication entitled “Retro Sports System,” Ser. No. 63/009,373, filedApr. 13, 2020, the disclosures of which are hereby incorporated entirelyherein by reference.

BACKGROUND OF THE INVENTION Technical Field

This invention generally relates to a system for sports gaming andentertainment, and more specifically to a retro sports system forcreating new sporting events with new outcomes utilizing past sportingevents that can be used for sports gaming and entertainment or othersports competition games.

State of the Art

Many enjoy watching sporting events and the various uncertain outcomesthat they bring. Further, many of those who enjoy sporting events alsoenjoy gaming and betting on the games. This is always done on games thatwill be held in the future, because the outcome cannot be known in orderto bet or engage in any games that require some amount of chance orunknown outcome. Because of such, the ability to bet or participate ingaming activities with regard to past sporting events has not beenavailable. There is not a system contemplated for such gaming related topast sporting events.

Accordingly, what is needed is a retro sports system for creating newsporting events with new outcomes utilizing past sporting events thatcan be used for sports gaming and/or other sports games. This systemwould be most useful when a user's favorite sport is not in season orduring a time of a shutdown of sports activities or other interruptions.

SUMMARY OF THE INVENTION

An embodiment includes a retro sports system comprising: a server havinga memory storing historical sports games information, including video ofhistorical games partitioned into system-selected increments; arandomizer coupled to the server; and a user computing device coupled tothe server, wherein the server is programmed to: receive and process asignal that the user computing device has accessed the system and issearching for a sports game; send, for display on the user computingdevice, historical sports games information, including availablehistorical sports games for a predetermined historical time frame;receive a historical sports game request from the user computing deviceand communicate with the randomizer to randomly select multipleincrements of historical games from the historical sports gamesinformation that match the historical sports game request, including theteams playing within the predetermined historical time frame, and createa new sports game from the selected increments of historical sportsgames from the historical sports games information stored on the server;create and deliver for display on the user computing device contestinput items for selection on the user computing device; receive andprocess a signal from the user computing device including selection ofcontest input items; stream the new sports game to the user computingdevice or to another device designated by the user computing device; anddetermine whether the selected contest input items are correct.

Another embodiment includes a retro sports system comprising: a serverhaving a memory storing historical sports games information, includingvideo of historical games partitioned into system-selected increments; arandomizer coupled to the server; and a plurality of user computingdevice coupled to the server, wherein the server is programmed to:receive and process a signal that the plurality of user computing devicehave accessed the system and are searching for a sports game; send, fordisplay on the plurality of user computing devices, historical sportsgames information, including available historical sports games for apredetermined historical time frame; receive a historical sports gamerequest from the plurality of user computing devices and communicatewith the randomizer to randomly select multiple increments of historicalgames from the historical sports games information that match thehistorical sports game request, including the teams playing within thepredetermined historical time frame, and create a new sports game fromthe selected increments of historical sports games from the historicalsports games information stored on the server; create and deliver fordisplay on the plurality of user computing devices contest input itemsfor selection on the user computing devices; receive and process asignal from the plurality of user computing devices including selectionof contest input items; stream the new sports game to the plurality ofuser computing devices; and determine whether the selected contest inputitems from each of the plurality of user computing devices are correct.

Yet another embodiment includes a retro sports system comprising: aserver having a memory storing historical sports games information,including video of historical games partitioned into system-selectedincrements; a randomizer coupled to the server; a manager computingdevice coupled to the server; and a plurality of user computing devicecoupled to the server, wherein the server is programmed to: received andprocess a signal that the manager computing device has accessed thesystem; send, for display on the plurality of user computing devices,historical sports games information, including available historicalsports games for a predetermined historical time frame; receive ahistorical sports game request from the manager computing device andcommunicate with the randomizer to randomly select multiple incrementsof historical games from the historical sports games information thatmatch the historical sports game request, including the teams playingwithin the predetermined historical time frame, and create a new sportsgame from the selected increments of historical sports games from thehistorical sports games information stored on the server; receive andprocess a signal that the plurality of user computing devices haveaccessed the system and are searching for a sports game; send, fordisplay on the plurality of user computing devices, the new sports gameand contest input items for selection on the user computing devices;receive and process a signal from the plurality of user computingdevices including selection of contest input items; stream the newsports game to the plurality of user computing devices; and determinewhether the selected contest input items from each of the plurality ofuser computing devices are correct.

The foregoing and other features and advantages of the invention will beapparent to those of ordinary skill in the art from the following moreparticular description of the invention and the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

A more complete understanding of the present invention may be derived byreferring to the detailed description and claims when considered inconnection with the Figures, wherein like reference numbers refer tosimilar items throughout the Figures, and:

FIG. 1 is a diagrammatic view of a retro sports system according to anembodiment;

FIG. 2 is a user interface for interaction with a retro sports systemaccording to an embodiment;

FIG. 3 is a user interface for interaction with a retro sports systemaccording to an embodiment;

FIG. 4 is a user interface for interaction with a retro sports systemaccording to an embodiment;

FIG. 5A is a user interface for interaction with a retro sports systemaccording to an embodiment;

FIG. 5B is a user interface for interaction with a retro sports systemaccording to an embodiment;

FIG. 5C is a user interface for interaction with a retro sports systemaccording to an embodiment;

FIG. 5D is a user interface for interaction with a retro sports systemaccording to an embodiment;

FIG. 5E is a user interface for interaction with a retro sports systemaccording to an embodiment;

FIG. 5F is a user interface for interaction with a retro sports systemaccording to an embodiment;

FIG. 5G is a user interface for interaction with a retro sports systemaccording to an embodiment;

FIG. 6 is a user interface for interaction with a retro sports systemaccording to an embodiment;

FIG. 7 is a user interface for interaction with a retro sports systemaccording to an embodiment;

FIG. 8 is a user interface for interaction with a retro sports systemaccording to an embodiment;

FIG. 9A is a user interface for interaction with a retro sports systemaccording to an embodiment;

FIG. 9B is a user interface for interaction with a retro sports systemaccording to an embodiment;

FIG. 10 is a user interface for interaction with a retro sports systemaccording to an embodiment;

FIG. 11A is a user interface for interaction with a retro sports systemaccording to an embodiment;

FIG. 11B is a user interface for interaction with a retro sports systemaccording to an embodiment;

FIG. 12 is a television utilized as a component of a retro sports systemaccording to an embodiment;

FIG. 13 depicts users engaged in watching a new sports game created fromhistorical sports games information stored as part of a retro sportssystem according to an embodiment;

FIG. 14 depicts a family engaged in a recreational sports game createdfrom historical sports games information stored as part of a retrosports system according to an embodiment;

FIG. 15 depicts a family/friends engaged in a recreational sports gamefrom different locations created from historical sports gamesinformation stored as part of a retro sports system according to anembodiment;

FIG. 16 depicts an advertisement from a sports bar regarding providing arecreational sports game from historical sports games information storedas part of a retro sports system according to an embodiment;

FIG. 17 depicts a view of users of a retro sports system in a sports barproviding a recreational sports game from historical sports gamesinformation stored as part of the retro sports system according to anembodiment;

FIG. 18 is a front view of a user computing device displaying a userinterface for interaction with a retro sports system according to anembodiment;

FIG. 19 depicts an advertisement regarding a retro sports game fromhistorical sports games information stored as part of a retro sportssystem according to an embodiment;

FIG. 20 depicts a flow chart of a method of operating a retro sportssystem according to an embodiment;

FIG. 21 depicts a manager computing device operating a user interface toaccess a retro sports system according to an embodiment;

FIG. 22A is a front view of a user computing device scanning a code toaccess a particular retro sports game according to an embodiment; and

FIG. 22B is a view of plurality of user computing devices within aproximity zone of a manager computing device to access a particularretro sports game established by the manager computing device accordingto an embodiment.

DETAILED DESCRIPTION OF EMBODIMENTS OF THE INVENTION

Embodiments of the present invention relate to a retro sports system forcreating new sporting events with new outcomes utilizing increments ofpast sporting events that can be used for sports gaming and/or othersports games. Modern technology utilized by the system operates as aretro sports system. The system may include the use of a mobileapplication operating on a user computing device that may be a mobilecomputing device like a smartphone, a tablet, a wearable, and the like;and/or the system may operate on any type of computing device, includinga TV as a downloadable application or even as a web application.

FIG. 1 depicts an embodiment of a retro sports system 10. The system 10may include user computing devices 12 and a computer server 14, whereineach user computing device 12 is coupled to the computer server 14. Thiscoupling may be a network connection, such as a wireless connectionthrough an Internet connection, a Wi-Fi connection, a Bluetoothconnection, or the like, wherein the user computing devices 12 maycommunicate with and receive communication from the server 14. The usercomputing device 12 may be any of a desktop computer, a laptop, atablet, a smartphone, a wearable device, and the like. The server 14, insome embodiments, may be a computer server or a cloud-basedinfrastructure architecture.

The server 14 may include a memory storing historical sports gamesinformation. The historical sports games information may include sportsgames information for historical sports games for various sportingevents, such as, but not limited to, basketball, football, baseball,hockey, soccer, and the like, on the professional level, collegiatelevel and so forth. Additionally, the server 14 may include or may becoupled to a randomizer module 15.

A user computing device 12 and the randomizer 15 may be coupled to theserver 14, and the server 14 may be programmed to receive and process asignal that the user computing device has accessed the system and issearching for a sports game; send, for display on the user computingdevice, historical sports games information, including availablehistorical sports games for a predetermined historical time frame;receive a historical sports game request from the user computing deviceand communicate with the randomizer 15 to randomly select multipleincrements of historical games from the historical sports gamesinformation that match the historical sports game request, including theteams playing within the predetermined historical time frame, and createa new sports game from the selected increments of historical sportsgames from the historical sports games information stored on the server;create and deliver for display on the user computing device contestinput items for selection on the user computing device; receive andprocess a signal from the user computing device including selection ofcontest input items; stream the new sports game to the user computingdevice or to another device designated by the user computing device; anddetermine whether the selected contest input items are correct. In someembodiments, the user computing device may be a plurality of usercomputing devices.

Referring to FIGS. 2-11B, the system 10 may then allow a user to accessthe system through the user computing device 12. An app operating on auser computing device, such as, but not limited to, a mobile appoperating on a smart phone, may connect a user computing device with theserver. The operation of the user computing device and the server mayinclude a user interface and server operating together with the serverbeing programmed to perform the function and send for display on theuser computing device the interfaces depicted in FIGS. 2-11B.

For example, FIG. 2 depicts a user computing device with an interfaceshowing available games from the system 10. For example, as depicted inFIG. 2, the system may display basketball games, such as professionalbasketball games from the National Basketball Association (NBA). Thesegames are all past or historical games, such as, but not limited to, the2010 Lakers v. Western Conference opponents; the 2009 Celtics v. EasternConference opponents; the 2005-2010 Heat v. Magic rivalry opponents; andmore games may be selected. The selection of one of the games results inthe system operating as described above to create a new game from randomincrements of the historical games during the defined time period andthe opponents. FIGS. 2-5G depict the use of the system for one of thesegames and will be utilized as an example, and not a limitation on theoperation of the system.

In operation, the system 10 may be utilized for entertainment, gaming orother sports games that may be used. FIGS. 2-5G depict the use of thesystem 10 for gaming and entertainment and will be used as an example. Auser can select the historical games of the 2010 Lakers v. WesternConference opponents. After selecting the games, the server 14 may sendfor display on the user computing device 12 a betting line interface asdepicted in FIG. 3.

FIG. 3 depicts the betting lines available for the game and the odds.For general understanding provided by this disclosure, it is importantto understand certain information involved in gaming. Odds making is animportant aspect of gaming that has not changed over the years, whereinthe ultimate goal set by the sportsbooks is to balance the action onboth sides of a wager/game. In prior days, the odds were set by humans,and as time has progressed, the setting of odds has evolved into the useof computing power along with human input. Understanding bettorbehavior, mathematically managing risk, and determining the public'sreaction to specific lines, all play equally large parts in the creationof odds. Computers have the ability to process more data than humans,and oddsmakers use this to their advantage to synthesize the insight ofmathematicians and statisticians, making the process more quantifiableand much more precise. Odds making is predicted to eventually beautomated with artificial intelligence learning algorithms reducing thehuman element. This gives way to further development of embodiments ofthis retro gaming system.

Further, with regard to FIG. 3, it is important to understandgeneralities about betting terms. The following are examples and are notintended to be a full explanation or recitation of all betting lines.The following are provided for explanatory examples:

-   -   a. Sports Book: Often referred to as the “book”, it is typically        an organization/casino that accepts and pays out in sports        wagers.    -   b. Linesmaker/Oddsmaker: The person or group of people in the        Sports Book that set the lines (spread, total, moneyline,        futures) for a specific game or sport. The goal for a        linesmaker/oddsmaker is to set a game line where they receive        approximately even money on both sides so that they guarantee        themselves a win on that game due to the vig(orish).    -   c. Spread: Also known as the “line” or “point spread,” the        spread describes the number of points that the “better” team is        favored to win by, or the number of points added to the score of        the “worse” team for purposes of the bet. The spread may be        presented in several ways: “the Patriots are favored by 14 over        the lowly Browns”; “Patriots −14” or “Browns +14.” In any case,        the spread is 14. The Patriots are a 14 point favorite, and the        Browns are a 14 point “underdog” or “dog.” For purposes of the        wager, 14 points are subtracted from the Patriots score or 14        points are added to the Browns score.    -   d. Opening Line: The initial price set on a game. For example,        the Cowboys opened up as 4½ point favorites over the Eagles on        Sunday night in Week 2 following the week one games. The line        may then move up or down based on the action from the betting        public.    -   e. Favorite: This refers to the team that is expected/projected        to win the game outright. For example, the Patriots were a        three-point favorite (−3) in Super Bowl 51. That means if you        are wagering on the Patriots to cover, you start out the game        losing 3-0. Wagering on the favorite is often referred to as        “taking chalk”.    -   f. Underdog: Often referred to as the dog, this is the team        expected/projected to lose the game outright. The Falcons were        the dog in Super Bowl 51 (+3). If you wagered on the Falcons in        Super Bowl 51, you started out the game leading 3-0.    -   g. Taking or laying the points: This refers to a bettor's        position on the spread. If an underdog is getting 3.5 points,        you are “taking the points” if you bet that side. If you are        “laying” 3.5 points on the favorite (think of it as giving        away), you believe (or you are hoping) that your team will win        by 4 points or more.    -   h. Moneyline or Straight Up: When you bet the moneyline, you do        not have to worry about the spread. You bet on a team to win,        and you hit or miss according to the game's winner and loser.        The moneyline is a function based on the number 100. If a team        is a big spread favorite, let us say a touchdown, the moneyline        might be −300 (minus 300), meaning you would need to wager $300        to win $100. Meanwhile, that team's opponent might be +270,        meaning if you bet $100 and the underdog won, you would get        $270. In a game that is evenly matched (a spread of “even” or        “pick' em”), the moneyline on both sides will typically be −110.        This means that you need to bet $110 to win $100, or if you bet        $100 exactly you stand to win about $91. A game with a “pick'        em” spread would not result in a +100 money line for both teams        because the casino must make its “profit” somewhere. See “vig”        for more details.    -   i. Cover: When a “favorite” covers the spread, they have won by        more points than they were favored by. Using the Patriots-Browns        example above, if the Patriots win by 17, they have covered the        14 point spread. If they win by only 10, they have not covered        the spread. When an “underdog” covers the spread, they've lost        by fewer points than they were “given,” or won the game        outright. If the Browns lose to the Patriots by 7, they have        covered the spread because they lost by fewer than 14.

FIG. 3 depicts the current betting lines in accordance with the presentinvention. When a user selects the “bet” button, the user may then bedirected to a wager interface depicted in FIG. 4, wherein the user maythen enter wager amounts and the lines that the user wishes to bet on.The user may then submit his or her bet. It should be appreciated thatwhile the betting lines are depicted for the game as a whole, the systemmay be operational to bet on individual quarters in addition to theentire game.

Prior to streaming, the server may determine the game by the randomizer15 randomly selecting the increments of historical games from thehistorical sports games information that match the historical sportsgame request, including the teams playing within the predeterminedhistorical time frame, and create a new sports game from the selectedincrements of historical sports games from the historical sports gamesinformation stored on the server. In the basketball game being deliveredin FIGS. 2-5G, the increments of the games are quarters of random gamesof the Lakers v. Western Conference opponents in the tie period of the2010 season, which is games played during the season that begins in 2009and ends in 2010. For example, and as depicted in FIGS. 5A, 5C, 5E and5G, the new sports game includes, during the 2010 season, the Lakersplaying the Clippers in the first quarter by randomly selecting a firstquarter of one of the games between the Lakers and Clippers; the Suns inthe second quarter by randomly selecting a second quarter of one of thegames between the Lakers and Suns; the Spurs in the third quarter byrandomly selecting a third quarter of one of the games between theLakers and Spurs; and the Jazz in the fourth quarter by randomlyselecting a fourth quarter of one of the games between the Lakers andJazz, thereby forming the new sports game with a new, unknown outcome.

Referring additionally to FIG. 20, the overall operation of the systemfor betting type games may include the operation as shown in FIG. 20.For example, in a basketball game scenario, a method 50 of using theretro sports system may include the server 14 sending instruction to theuser computing device 12 to place a bet (Step 51) prior to streaming thegame. Once bets are placed, the server 14 may send the video for thefirst increment of time (1^(st) quarter) for playing/streaming on theuser computing device 12 (Step 52). After streaming the first incrementof time of the historical game, the server 14 may send for display onthe user computing device a user interface to place an additional bet(s)(Step 53). Once bets are placed, the server 14 may send the video forthe second increment of time (2^(nd) quarter) for playing/streaming onthe user computing device 12 (Step 54). After streaming the secondincrement of time of the historical game, the server 14 may send fordisplay on the user computing device a user interface to place anadditional bet(s) (Step 55). Once bets are placed, the server 14 maysend the video for the third increment of time (3rd quarter) forplaying/streaming on the user computing device 12 (Step 56). Afterstreaming the third increment of time of the historical game, the server14 may send for display on the user computing device a user interface toplace an additional bet(s) (Step 57). Once bets are placed, the server14 may send the video for the fourth increment of time (4th quarter) forplaying/streaming on the user computing device 12 (Step 58).

A more detailed example of method 50 can be found in FIGS. 5A-5G. Theuser may then be directed to a streaming interface as shown in FIG. 5A.The streaming interface may include steaming the first quarter betweenthe Lakers and Clippers tracking the score as points are scored in thegame. There is also a chat function allowing those that have bet, orfriends, or the like, using the system 10 and viewing the retro gamebetween Lakers and Western Conference opponents, to chat and engage witheach other.

Once the first quarter is complete, the user may be directed to abetting interface as shown in FIG. 5B. This allows the user to betfurther on the game with changed odds since there are only 3 quartersleft. It should be appreciated that, while the betting lines aredepicted for the game as a whole, the system may be operational to beton individual quarters in addition to the entire game.

The user may then be directed to a streaming interface as shown in FIG.5C. The streaming interface may include steaming the second quarterbetween the Lakers and Suns tracking the score as points are scored inthe game, wherein the points scored by the teams now playing in thesecond quarter are added to the first quarter points to provide thecurrent score between the teams. There is also a chat function allowingthose that have bet, or friends, or the like, using the system 10 andviewing the retro game between Lakers and Western Conference opponents,to chat and engage with each other.

Once the second quarter is complete, the user may be directed to abetting interface as shown in FIG. 5D. This allows the user to betfurther on the game with changed odds since there are only 2 quartersleft. It should be appreciated that, while the betting lines aredepicted for the game as a whole, the system may be operational to beton individual quarters in addition to the entire game.

The user may then be directed to a streaming interface as shown in FIG.5E. The streaming interface may include steaming the third quarterbetween the Lakers and Spurs, tracking the score as points are scored inthe game, wherein the points scored by the teams now playing in thethird quarter are added to the combined first and second quarter pointsto provide the current score between the teams. There is also a chatfunction allowing those that have bet, or friends, or the like, usingthe system 10 and viewing the retro game between Lakers and WesternConference opponents, to chat and engage with each other.

Once the first quarter is complete, the user may be directed to abetting interface as shown in FIG. 5F. This allows the user to betfurther on the game with changed odds since there is only 1 quarterleft. It should be appreciated that, while the betting lines aredepicted for the game as a whole, the system may be operational to beton individual quarters in addition to the entire game.

The user may then be directed to a streaming interface as shown in FIG.5G. The streaming interface may include steaming the fourth quarterbetween the Lakers and Jazz, tracking the score as points are scored inthe game, wherein the points scored by the teams now playing in thefourth quarter are added to the combined first, second, and thirdquarter points to provide the current score between the teams. There isalso a chat function allowing those that have bet, or friends, or thelike, using the system 10 and viewing the retro game between Lakers andWestern Conference opponents, to chat and engage with each other. At theend of the game, the total score is different and unique from any otherhistorical game ever played.

With regard to FIGS. 2-5G and 18, this is one example of how historicalgames can be utilized by the system 10 in order to create a uniquesports game without knowing the end results. This unknown end resultprovided by the randomizer 15 selecting random increments of historicalgames is key to providing sporting events from past sporting events in aform that is new and allows for gaming or other sports related games.While FIGS. 2-5G show use of the system, it may also be used for othersporting events, such as baseball, as shown in FIG. 6, football, asshown in FIG. 7, hockey, as shown in FIG. 8, and so forth. With regardto baseball, as shown in FIG. 6, the increments may be each inning ormay be a group of innings, such as 3-inning increments. With regard tofootball, as shown in FIG. 8, the increment may be quarters. With regardto hockey, as shown in FIG. 9, the increment may be periods. A realisticdeployment of the system on a user computing device 12 is shown in FIG.18. It will be understood that any type of increment may be utilized inoperation of the system.

The system 10 may be used for other types of games, such as games thatmay be played in a friendly manner, including in bars, homes, and thelike, as shown in FIGS. 9A-10 and 14-18. For example, there may be agame for the night, such as a rivalry game between the Pistons and theBulls during the time period of 1986-92. Players may then participate ina game that allows for the selection of contest input, such as, withoutlimitation, picking a winner of the overall game and the winner of eachquarter, as shown in FIG. 9A. The system 10 operates as discussed aboveto randomly select quarters between the Pistons and Bulls during thetime period selected. The system 10 may then track those with thecorrect selections and display them to the users in the form of aleaderboard or the like displayed on user computing device 12, as shownin FIG. 9B. FIGS. 9A-9B show the use in basketball, and FIG. 10 showsthe use with college football. The game may include a tie breaker, suchas the total points scored combined by the teams, as shown on the usercomputing device 12 in FIG. 10 wherein, if there is a tie, the user withthe total score entered that is closest to the actual total score is thewinner and then progresses down from there. Again, the system 10 may beused for games related to various sports and various types of games,without limitation, basketball, football, soccer, baseball, hockey,polo, golf, and so forth.

Further still, the users may use computing devices to select contestinput, such as points by a certain basketball player, hits by a certainbaseball player, goals scored by a player, saves by a goalkeeper,rushing yards by a running back and so forth. The contest input mayinclude over under selections, selections based on odds generated by thesystem or the like.

The system 10 may operate in a business location that does not allowbetting, but where prizes may still be obtained. For example, a sportbar may provide a virtual retro sports game, as depicted in anadvertisement, such as those shown in FIGS. 16 and 19. Participants maythen engage in game play using the system 10 as described above withreference to FIGS. 9A-10. The users may pay to enter the game andwinners, or top scorers of a predetermined number, may win a prize, suchas a cash prize, a gift cards, free food and/or drink, and so forth. Thesystem 10 may display the results throughout the game on a TV or otherdisplay 20 (see FIG. 12) within the sports bar for all to see thestandings of those participating. In these instances, the business mayhave a business computing device that is connected to the server 14,wherein the business includes a control interface that allows thebusiness to select certain types of contest input, scoring and so forth.

Referring again to FIG. 1 and also to FIG. 21, the system 10 may includea manager computing device 16 that is coupled to the server 14. In theseembodiments, a bar owner, league manager, club or team organizer or thelike may operate the manager computing device 16. The server 14 may beprogrammed to received and process a signal that the manager computingdevice has accessed the system; send, for display on the plurality ofuser computing devices, historical sports games information, includingavailable historical sports games for a predetermined historical timeframe; receive a historical sports game request from the managercomputing device and communicate with the randomizer 15 to randomlyselect multiple increments of historical games from the historicalsports games information that match the historical sports game request,including the teams playing within the predetermined historical timeframe, and create a new sports game from the selected increments ofhistorical sports games from the historical sports games informationstored on the server; receive and process a signal that the plurality ofuser computing devices have accessed the system and are searching for asports game; send, for display on the plurality of user computingdevices, the new sports game and contest input items for selection onthe user computing devices; receive and process a signal from theplurality of user computing devices including selection of contest inputitems; stream the new sports game to the plurality of user computingdevices; and determine whether the selected contest input items fromeach of the plurality of user computing devices are correct.

The manager computing device 16, as shown in FIG. 21 may include a userinterface, such as, but not limited to, a manager dashboard. The manageruser may then engage the system through the manager computing device 16to select the type of sport for the use with a retro sports game, theteams, a time period, the contest inputs that will be available toparticipants using a user computing device 12 to access the system andparticipate in the retro sports game being provided by the managercomputing device 16.

In these embodiments, a plurality of user computing devices 12 may thenparticipate in a retro sports game as established by the managercomputing device 16. They may do so in various ways, as shown in FIGS.2-11B, 22A and 22B, by accessing the system 10 through a user computingdevice 12. A first example, FIGS. 2-11B show a user computing device 12accessing the system 10 by use of the internet, a web app, or a mobileapp, wherein the user computing device establishes a communication withthe server. In this first example, a user may need to providecredentials associated with a retro sports game established by themanager computing device 16 to then participate in the game. A secondexample includes a business, home or the like providing a code, such asa QR code, as shown in FIG. 22A, that may be scanned by the usercomputing device 12 to gain access to and participate in the retrosports game established by the manager computing device 16. A thirdexample of accessing the system 10 to join the retro sports gameestablished by the manager computing device may include the use of acertain proximity zone 30 around the manager computing device 16. Inthese embodiments, the manager computing device 16 may receiveprogramming from the server 14 to establish a proximity zone 30 of apredetermined size. As user computing device 12 enters the proximityzone 30 and access an app or the like, the user computing devices 12 mayestablish a connection with the server 14 and access and participate inthe retro sports game established by the manager computing device 16.There various other ways of accessing the system 10 and participating inthe game established by manager computing device 16. These may include,for example and without limitation, an invite/referral from the managercomputing device 16 or another user computing device 12, a stationarygaming device at a location, a dedicated device, such as a tablet or thelike at a location, and auto-share from one user computing device 12 toanother.

The system 10 may also be utilized in fantasy sports. FIGS. 11A-11Bdepict only one way that such a fantasy sports league could operate, butmany other iterations are possible utilizing the system 10. As shown inFIGS. 11A-11B, a fantasy football system may be established. Forexample, the system 10 may allow individuals to select a certain numberof teams for a certain year period and choose a certain number of teamsthat the individuals think will win. For example, the fantasy league canhave the user select 16 teams they think will win against randomlyselected quarters from the team versus the team's conference during thatyear season. This is just one example of many fantasy leagues that canbe formed.

The system 10 may also operate for other competitive games that may befocused on particular player performance from historical games. As anexample, the system that allows the user to select a player, such as abaseball pitcher. In such an example, the system 10 may operate to allowa user to select a number of innings that pitcher may pitch a scorelessinning, during a selected period of time, such as the last 5 years. Thesystem 10 may select random innings pitched by that pitcher to determineif the pitcher pitched a scoreless inning. Each inning pitched may bestreamed. In some embodiments, the system 10 may be programmed to offeradditional incentives to add to the original bid on the number ofscoreless innings and allow a user to continue in the bidding/betting.While this embodiment shows the betting or bidding on a baseballpitcher, similar or other games may be utilized for other players andsports.

In additional embodiments, the system 10 may be used to produce a customgame, such as selecting a favorite team to display a game with randomquarters for a particular individual, or even randomly selecting fromthe best quarters of a favorite player and streaming the new game withrandom increments selected by the server. In embodiments, the system maystream the game on a display 20, such as a TV, as shown in FIG. 12, andallow those participating or in the room to watch the game as shown inFIG. 13

Other embodiments may include differing types of games. For example,different games of differing lengths may be selected, such as, but notlimited to, a marathon baseball game of 100 innings or the like.

The system, in operation, provides many benefits that are not previouslyprovided by existing systems. For example, and without limitation, thebenefits may include:

-   -   a. Provides fun and unpredictability to past sports events    -   b. Provides entertainment opportunity (need to stay on for last        unit of a certain game to know outcome) that simulates a full        game    -   c. Provides a wagering opportunity    -   d. Provides a friendly competition opportunity    -   e. Provides entertainment and excitement when sports are not        available live (like during a pandemic) or when your favorite        sport is not in season    -   f. Provides a social platform for connecting with friends        through retro games    -   g. Provides a competitive opportunity to pick games in a league        or fantasy pool    -   h. System has integrity through random selection of sports        periods    -   i. System allows odds making, since historical periods for teams        can be calculated against periods of selected opponents for        aggregate data (example: Lakers beat their rival clippers 18 out        of 24 quarters in 2018) and then point differential can also        come into play    -   j. System can be custom streamed because of new technology    -   k. System can provide game start times for larger group play or        betting handle/purse    -   l. System can work for a variety of sports by breaking up        increments of play and scoring

Embodiments may be available on or through the internet, such as throughdomain names reserved and owned by Applicant that includefamilysports.club, clipstobet.com, sportsrandomizer,com, filmtowin.com,rivalfootage.com, randomrivals.com, familyrivals.com,therivalmachine.com, rewritesports.com, samegamenewscore.com,retro-sportsbook.com, betinthepast.com, gameofchance.app,fantasyrestrosports.com and the like.

As will be appreciated by one skilled in the art, aspects of the presentinvention may be embodied as a system, method, or computer programproduct. Accordingly, aspects of the present invention may take the formof an entirely hardware embodiment, an entirely software embodiment(including firmware, resident software, micro-code, etc.) or anembodiment combining software and hardware aspects that may allgenerally be referred to herein as a “circuit,” “module” or “system.”Furthermore, aspects of the present invention may take the form of acomputer program product embodied in one or more computer readablemedium(s) having computer readable program code embodied thereon.

Any combination of one or more computer readable medium(s) may beutilized. The computer readable medium may be a computer readable signalmedium or a computer readable storage medium. A computer readablestorage medium may be, for example, but not limited to, an electronic,magnetic, optical, electromagnetic, infrared, or semiconductor system,apparatus, or device, or any suitable combination of the foregoing. Morespecific examples (a non-exhaustive list) of the computer readablestorage medium would include the following: an electrical connectionhaving one or more wires, a portable computer diskette, a hard disk, arandom access memory (RAM), a read-only memory (ROM), an erasableprogrammable read-only memory (EPROM or Flash memory), an optical fiber,a portable compact disc read-only memory (CD-ROM), an optical storagedevice, a magnetic storage device, or any suitable combination of theforegoing. In the context of this document, a computer readable storagemedium may be any tangible medium that can contain or store a programfor use by or in connection with an instruction execution system,apparatus, or device.

A computer readable signal medium may include a propagated data signalwith computer readable program code embodied therein, for example, inbaseband or as part of a carrier wave. Such a propagated signal may takeany of a variety of forms, including, but not limited to,electro-magnetic, optical, or any suitable combination thereof. Acomputer readable signal medium may be any computer readable medium thatis not a computer readable storage medium and that can communicate,propagate, or transport a program for use by or in connection with aninstruction execution system, apparatus, or device.

Program code embodied on a computer readable medium may be transmittedusing any appropriate medium, including but not limited to wireless,wire-line, optical fiber cable, RF, etc., or any suitable combination ofthe foregoing.

Computer program code for carrying out operations for aspects of thepresent invention may be written in any combination of one or moreprogramming languages, including an object-oriented programming languagesuch as Java, Smalltalk, C++, or the like and conventional proceduralprogramming languages, such as the “C” programming language or similarprogramming languages. The program code may execute entirely on theuser's computer, partly on the user's computer, as a stand-alonesoftware package, partly on the user's computer and partly on a remotecomputer or entirely on the remote computer or server. In the latterscenario, the remote computer may be connected to the user's computerthrough any type of network, including a local area network (LAN) or awide area network (WAN), or the connection may be made to an externalcomputer (for example, through the Internet using an Internet ServiceProvider).

Aspects of the present invention are described herein with reference toflowchart illustrations and/or block diagrams of methods, apparatus(systems) and computer program products according to embodiments of theinvention. It will be understood that each block of the flowchartillustrations and/or block diagrams, and combinations of blocks in theflowchart illustrations and/or block diagrams, can be implemented bycomputer program instructions. These computer program instructions maybe provided to a processor of a general-purpose computer, specialpurpose computer, or other programmable data processing apparatus toproduce a machine, such that the instructions, which execute via theprocessor of the computer or other programmable data processingapparatus, create means for implementing the functions/acts specified inthe flowchart and/or block diagram block or blocks.

These computer program instructions may also be stored in a computerreadable medium that can direct a computer, other programmable dataprocessing apparatus, or other devices to function in a particularmanner, such that the instructions stored in the computer readablemedium produce an article of manufacture including instructions whichimplement the function/act specified in the flowchart and/or blockdiagram block or blocks.

The computer program instructions may also be loaded onto a computer,other programmable data processing apparatus, cloud-based infrastructurearchitecture, or other devices to cause a series of operational steps tobe performed on the computer, other programmable apparatus or otherdevices to produce a computer implemented process such that theinstructions which execute on the computer or other programmableapparatus provide processes for implementing the functions/actsspecified in the flowchart and/or block diagram block or blocks.

The flowchart and block diagrams in the Figures illustrate thearchitecture, functionality, and operation of possible implementationsof systems, methods, and computer program products according to variousembodiments of the present invention. In this regard, each block in theflowchart or block diagrams may represent a module, segment, or portionof code, which comprises one or more executable instructions forimplementing the specified logical function(s). It should also be notedthat, in some alternative implementations, the functions noted in theblock may occur out of the order noted in the figures. For example, twoblocks shown in succession may, in fact, be executed substantiallyconcurrently, or the blocks may sometimes be executed in the reverseorder, depending upon the functionality involved. It will also be notedthat each block of the block diagrams and/or flowchart illustration, andcombinations of blocks in the block diagrams and/or flowchartillustration, can be implemented by special purpose hardware-basedsystems that perform the specified functions or acts, or combinations ofspecial purpose hardware and computer instructions.

The embodiments and examples set forth herein were presented in order tobest explain the present invention and its practical application and tothereby enable those of ordinary skill in the art to make and use theinvention. However, those of ordinary skill in the art will recognizethat the foregoing description and examples have been presented for thepurposes of illustration and example only. The description as set forthis not intended to be exhaustive or to limit the invention to theprecise form disclosed. Many modifications and variations are possiblein light of the teachings above without departing from the spirit andscope of the forthcoming claims.

1. A retro sports system comprising: a server having a memory storinghistorical sports games information, including video of historicalsports games partitioned into system selected increments; a randomizercoupled to the server; and a user computing device coupled to theserver, wherein the server is programmed to: receive and process asignal that the user computing device has accessed the system and issearching for a sports game; send, for display on the user computingdevice, the historical sports games information, including thehistorical sports games that are available for a predeterminedhistorical time frame; receive a historical sports game request from theuser computing device and communicate with the randomizer to randomlyselect multiple of the selected increments of the historical sportsgames from the historical sports games information that match thehistorical sports game request, including teams playing within thepredetermined historical time frame, and create a new sports game fromthe selected increments of the historical sports games from thehistorical sports games information stored on the server; create anddeliver for display on the user computing device contest input items forselection on the user computing device; receive and process a signalfrom the user computing device including selection of the contest inputitems; stream the new sports game to the user computing device or to anon-user computing device designated by the user computing device; anddetermine whether the selected contest input items are correct.
 2. Thesystem of claim 1, wherein the server is further programmed to sendinstruction to the user computing device to stop playing the new sportsgame after each of the selected increments of the new sports game. 3.The system of claim 2, wherein the server is further programmed toadditionally create and deliver for display on the user computing devicethe contest input items for selection on the user computing device aftereach of the selected increments of the new sports game, except for theselected increment selected last.
 4. The system of claim 3, wherein theserver is further programmed to stream the selected increment selectednext of the new sports game to the user computing device or to thenon-user computing device designated by the user computing device. 5.The system of claim 4, wherein the server is further programmed todetermine whether the contest input items additionally selected arecorrect.
 6. A retro sports system comprising: a server having a memorystoring historical sports games information, including video ofhistorical games partitioned into system selected increments; arandomizer coupled to the server; and a plurality of user computingdevices coupled to the server, wherein the server is programmed to:receive and process a signal that the plurality of user computingdevices have accessed the system and are searching for a sports game;send, for display on the plurality of user computing devices, thehistorical sports games information, including the historical sportsgames that are available for a predetermined historical time frame;receive a historical sports game request from the plurality of usercomputing devices and communicate with the randomizer to randomly selectmultiple of the selected increments of the historical sports games fromthe historical sports games information that match the historical sportsgame request, including teams playing within the predeterminedhistorical time frame, and create a new sports game from the selectedincrements of the historical sports games from the historical sportsgames information stored on the server; create and deliver for displayon the plurality of user computing devices contest input items forselection on the plurality of user computing devices; receive andprocess a signal from the plurality of user computing devices includingselection of the contest input items; stream the new sports game to theplurality of user computing devices; and determine whether the selectedcontest input items from each of the plurality of user computing devicesare correct.
 7. The system of claim 6, wherein the server is furtherprogrammed to send instruction to the plurality of user computingdevices to stop playing the new sports game after each of the selectedincrements of the new sports game.
 8. The system of claim 7, wherein theserver is further programmed to additionally create and deliver fordisplay on the plurality of user computing devices the contest inputitems for selection on the user computing device after each of theselected increments of the new sports game, except for the selectedincrement selected last.
 9. The system of claim 8, wherein the server isfurther programmed to stream the selected increments selected next ofthe new sports game to the plurality of user computing devices.
 10. Thesystem of claim 9, wherein the server is further programmed to determinewhether the contest input items from each of the plurality of usercomputing devices additionally selected are correct.
 11. The system ofclaim 10, wherein the server is further programmed to determine a winnerbetween the plurality of user computing devices, wherein the winner isone of the plurality of user computing devices with the selected contestinput items most correct.
 12. A retro sports system comprising: a serverhaving a memory storing historical sports games information, includingvideo of historical games partitioned into system selected increments; arandomizer coupled to the server; a manager computing device coupled tothe server; and a plurality of user computing device coupled to theserver, wherein the server is programmed to: received and process asignal that the manager computing device has accessed the system; send,for display on the plurality of user computing devices, the historicalsports games information, including the historical sports games that areavailable for a predetermined historical time frame; receive ahistorical sports game request from the manager computing device andcommunicate with the randomizer to randomly select multiple of theselected increments of the historical sports games from the historicalsports games information that match the historical sports game request,including teams playing within the predetermined historical time frame,and create a new sports game from the selected increments of thehistorical sports games from the historical sports games informationstored on the server; receive and process a signal that the plurality ofuser computing devices have accessed the system and are searching for asports game; send, for display on the plurality of user computingdevices, the new sports game and contest input items for selection onthe plurality of user computing devices; receive and process a signalfrom the plurality of user computing devices including selection of thecontest input items; stream the new sports game to the plurality of usercomputing devices; and determine whether the selected contest inputitems from each of the plurality of user computing devices are correct.13. The system of claim 12, wherein the server is further programmed tosend instruction to the plurality of user computing devices to stopplaying the new sports game after each of the selected increments of thenew sports game.
 14. The system of claim 13, wherein the server isfurther programmed to additionally create and deliver for display on theplurality of user computing devices the contest input items forselection on the plurality of user computing devices after each of theselected increments of the new sports game, except for the selectedincrement selected last.
 15. The system of claim 14, wherein the serveris further programmed to stream the selected increments selected next ofthe new sports game to the plurality of user computing devices.
 16. Thesystem of claim 15, wherein the server is further programmed todetermine whether the contest input items from each of the plurality ofuser computing devices additionally selected are correct.
 17. The systemof claim 16, wherein the server is further programmed to determine awinner between the plurality of user computing devices, wherein thewinner is one of the plurality of user computing devices with theselected contest input items most correct.